Guild · Olympus & Morrigan

Paladins

The right to judge is earned, and lost in the open.

Paladins are Warriors who survived long enough, cleanly enough, to be trusted with judgement. They are not holy bruisers; they are walking warrants, each oath a public contract.

Class fantasy

Judgement is not a weapon until restraint has failed.

Warriors who earned the right to judge. Their oaths bind violence to law and faith; they act with permission, not impulse, and fall publicly when they break it. Authority replaces brute force, and credibility governs their power. No bloodline is barred, but no one begins here either: a Paladin is promoted at level 100 from a Warrior or a Cleric who has already finished the road.

They control hostile attention, shield allies, and punish targets that refuse lawful surrender. Their power feels strongest when the room believes they have the right to act.

Credibility is the Paladin spine. A Paladin with authority can end a riot; a fallen one becomes proof that law is only theater.

Strengths

  • Protects allies while enforcing order
  • Converts Credibility into authority
  • Exceptional in lawful cities

Risks

  • Public failure is devastating
  • Not a starting path - promoted only from a completed Warrior or Cleric

Begin

Make the world remember it.

Your path is shaped by what you do in public, what you get away with, and what survives you.

Every character begins as an Explorer. Warrior, Mage, Rogue and Healer take walk-ins at their guild entrance from level 10; the other base guilds need a guildmaster's admittance. Paladin, Ranger, Bard, Thief, Assassin and Necromancer are earned later, at level 100, on top of a completed class.

Begin your journey